Build 0.748 patch notes
Tavrani, Elemental Conjuration, and Player Town
This combined update begins Loomsong’s next major expansion with a ninth playable race, summon-focused equipment and progression, three fully realized elemental companions, naturally discoverable expedition characters, and the first Player Town services.
New Playable Race: Tavrani
- Added the Tavrani as Loomsong’s ninth playable race, with complete male and female character appearances.
- Added the Tavrani racial signature Trait, Duskward Shelter.
- Duskward Shelter increases all barrier gained by the Tavrani and that Tavrani’s owned summons by 10%.
- Each Tavrani maintains their own barrier bonus, preventing multiple Tavrani from stacking the effect on the same recipient.
- Added Tavrani racial lore, character-creation presentation, animations, equipment compatibility, and save support.
Elemental Conjuration
- Added Conjuration Magic as a complete proficiency with its own progression and Mastery Cards.
- Added the Conjure Fire Elemental, Conjure Frost Elemental, and Conjure Lightning Elemental abilities and Skill Books.
- Fire Elementals use Cinder Bolt and Cinder Burst while applying Burning.
- Frost Elementals use Rime Bolt and Glacial Lock to control enemies.
- Lightning Elementals use rapid Arc Sparks and periodic Forked Discharges.
- Elementals are persistent combat actors with their own health, defenses, resistances, statuses, threat, attacks, projectiles, animations, and visual effects.
- Summons count as allies for appropriate party abilities, Traits, Masteries, auras, and support effects.
- Each caster may control one bound summon at a time. Recasting replaces that caster’s existing summon.
- Summons follow their individual caster instead of treating the main character as their universal leader.
- Summon movement now uses stable trailing positions, catch-up behavior, and arrival spacing to reduce scooting, circling, and repeatedly crossing in front of the caster.
- Summon creation abilities are no longer cast during unrelated ordinary travel.
- When combat begins, a ready summon ability receives opening priority if its caster does not already have a living summon.
- Normal Mana costs, cast times, restrictions, and cooldowns remain in effect.
- Fixed summon creation abilities being confused with the elemental creatures’ own attack abilities.
- Ability Weaving now supports one complete summon payload while preserving the summon’s identity and scaling.
Tomes, Blood Orbs, and Summon Equipment
- Added nine new Tomes and nine new Blood Orbs.
- Added complete Tome and Conjuration Magic proficiency progression.
- Added 16 new summon-focused Mastery Cards.
- Added summon-focused affixes and expedition-set implicit bonuses.
- Added summon statistics to the Character Statistics interface.
- Tomes and Blood Orbs are integrated into expedition loot, merchants, crafting, enchanting, disenchanting, equipment validation, and item tooltips.
- Summon equipment supports damage, defenses, duration, action speed, movement, resistance, penetration, and other owner-specific bonuses.
- Existing crafting and disenchantment rules now recognize the new equipment and modifiers.
Recurring Expedition Characters
Seven recurring characters can now be found naturally at their intended expedition landmarks:
- Allan Grail
- Kylier Evernuun
- June Dultche
- Nim-Three
- Bruce Hayden
- Vivian Skybound
- Saira Vesh
Characters now appear at legal grounded positions near their authored locations. Walking through their discovery radius triggers their meeting naturally, even when the party crosses the area quickly.
Meeting a recurring character:
- Plays their one-time introduction.
- Adds them to Notable People.
- Unlocks their associated lore.
- Permanently records the discovery.
- Removes them from later expedition visits once their meeting is complete.
Fixed expedition re-entry occasionally reusing stale recurring-character information from a previous visit.
Player Town
Player Town is now available as a High Anchorage service district.
- Player Town unlocks after discovering the first recurring expedition specialist.
- Only services belonging to characters you have actually discovered are shown.
- Discovering a specialist unlocks access without inventing undiscovered residents or services.
- Player Town projects advance through active play and do not progress while the game is offline.
- Multiple different facility projects may run at the same time.
- Active projects display their remaining time and progress.
Allan Grail’s Barracks
Discovering Allan Grail unlocks the Barracks and its three recruit-development facilities.
The College
- Each College rank costs 250 aurels.
- College projects take 10 minutes of active play.
- Multiple ranks may be commissioned together and complete at the same time.
- Each completed rank gives every future recruit one additional level in a randomly selected legal proficiency.
- Recruitment cards show the exact proficiency bonuses before hiring.
- Reopening the Recruitment Hall does not reroll a candidate’s bonuses.
The Gym
- Each Gym rank costs 250 aurels.
- Gym projects take 10 minutes of active play.
- Multiple ranks may be commissioned together.
- Each completed rank gives every future recruit one additional randomly assigned attribute point.
- Recruitment cards show the exact attribute distribution before hiring.
Dedrick’s Alley
- Dedrick’s Alley provides three possible starting-ability positions for future recruits.
- Unlocking a position costs 1,000 aurels and takes one hour of active play.
- A newly unlocked position begins at ability mastery level 1.
- Increasing an unlocked position costs 500 aurels per level and takes one hour.
- Each recruit receives their own random, distinct legal starting abilities.
- Recruitment cards show each ability and its exact starting mastery level before hiring.
- Hiring preserves the exact previewed abilities and levels without displacing the recruit’s racial ability.
June Dultche’s Card Master
Discovering June Dultche unlocks the Card Master.
Trait Reset
- Select a character and reset all of their chosen non-racial Trait ranks.
- Trait resets cost 100 aurels for every removed rank.
- Racial Traits are permanently protected.
- Every removed rank returns one new weighted Trait choice.
- Existing unselected Trait choices remain available.
Mastery Reset
- Select a character and one Mastery-enabled proficiency.
- Only Masteries belonging to the selected proficiency are reset.
- Mastery resets cost 500 aurels for every invested rank.
- Repeated ranks on the same card each count toward the total cost.
- Other proficiencies remain untouched.
- Earned Mastery choices are rebuilt through the normal progression system.
Save and Compatibility Improvements
- Existing campaigns automatically upgrade to support Tavrani, summons, recurring-character discovery, and Player Town.
- Active summons preserve their exact owner, movement state, remaining duration, targets, statuses, threat, cooldowns, attacks, and projectiles through save and load.
- Active Player Town projects preserve their purchased ranks, costs, timers, and progress.
- Older expedition generations now rebuild using their original placement rules instead of being rejected after newer generation changes.
- Invalid historical ground loot trapped inside scenery is moved to a reachable legal position without changing or deleting the item.
- Valid existing ground loot remains exactly where it was saved.
- Improved compatibility recovery without closing otherwise healthy expeditions.
- Improved deterministic continuation for active expeditions, summons, Player Town projects, and recurring-character discoveries.